Ad hoc networking How PSP ad hoc multiplayer works, on the hardware and in PPSSPP. Ad hoc networking: overview This section documents how PSP ad hoc multiplayer works: what the games ask the system for, what a real PSP does on the radio, and how PPSSPP fakes all of it over the internet, both peer-to-peer and t...Read more » Writing an ad hoc game How a PSP game is typically structured to play ad hoc: the setup, the screens the player goes through, the game loop, and the traps to avoid. Written for homebrew authors, and for emulator authors who...Read more » Ad hoc on a real PSP What the PSP itself does when a game plays ad hoc. PPSSPP doesn't reproduce any of this on the wire (see the overview for why), but it's what the emulated API is modelled on, and it explains several o...Read more » sceNetAdhocctl: groups and peers Adhocctl decides which network the console is on and who else is in it. A game uses it to scan for groups, create or join one, list the peers, and set up game mode. This page describes the API, then h...Read more » PDP and PTP sockets sceNetAdhoc's two socket types carry almost all game traffic:Read more » Game mode Game mode is a special kind of ad hoc network for fast-paced games. The members don't exchange packets directly. Instead each one publishes a buffer, and the system keeps an up-to-date copy of every o...Read more » sceNetAdhocMatching The matching library is a ready-made lobby protocol on top of PDP. A host advertises itself, clients see the advertisement, ask to join, and are accepted or rejected; the library then keeps the member...Read more » The adhoc server The adhoc server replaces what a PSP would learn from the radio: which groups exist, who is in them, and how to reach them. PPSSPP, and PSPs and Vitas running the aemu plugin, all speak the same proto...Read more » The relay (aemu_postoffice) In P2P mode, players send PDP and PTP traffic straight to each other, so each of them has to be reachable from the internet: port forwarding, UPnP, or a virtual LAN. Many can't manage that (carrier-gr...Read more » Emulation details Cross-cutting parts of PPSSPP's ad hoc emulation: threads, how blocking calls work, timing, ports and UPnP, running several instances, settings, and savestates.Read more » Testing The behaviour in these pages is pinned down by pspautotests recorded on real PSPs. This page lists them, says how to run them on hardware and on PPSSPP, and how PPSSPP currently does.Read more » Known issues and improvements Where PPSSPP's ad hoc and inet emulation differs from the PSP, measured by running the pspautotests recorded on PSPs (see Testing). Every function's own differences are listed in the API reference, un...Read more » API reference ConventionssceNet, sceWlan and the net modulessceNetAdhocctl...Read more »